//------------------------------------------------------------------------------ // // This code was generated by a tool. // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ using System; namespace BlendFile.DNA { using BlendFile; [DNAClassAttribute(355, "LightCacheTexture", 32)] public class LightCacheTexture { [DNAFieldAttribute(8, "GPUTexture", 0, "*tex", "GPUTexture", true, 0)] public GPUTexture tex; [DNAFieldAttribute(8, "char", 1, "*data", "char", true, 8)] public char data; [DNAArrayAttribute(12, "int", 2, "tex_size[3]", "System.Int32[]", 3, 16)] public int[] tex_size = new System.Int32[3]; [DNAFieldAttribute(1, "char", 3, "data_type", "char", false, 28)] public char data_type; [DNAFieldAttribute(1, "char", 4, "components", "char", false, 29)] public char components; [DNAArrayAttribute(2, "char", 5, "_pad[2]", "System.Char[]", 2, 30)] public char[] _pad = new System.Char[2]; public LightCacheTexture() { this.tex = default; this.data = default; this.tex_size = default; this.data_type = default; this.components = default; this._pad = default; } public LightCacheTexture(GPUTexture tex, char data, int[] tex_size, char data_type, char components, char[] _pad) { this.tex = tex; this.data = data; this.tex_size = tex_size; this.data_type = data_type; this.components = components; this._pad = _pad; } } }